Lost Kingdoms Walkthrough :

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Walkthrough - FAQ/Walkthrough

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Lost KingdomsLost Kingdoms
Game By: Activision
Walkthrough By: Invader Hera
Table of Contents
1. Story
2. Controls
3. Walkthrough
Alenjeh Castle
Plains of Rowahl
Blessoon
Burial Grounds
Shayel Passage
The Castle Grayl
Bridge of Sarvan
Kendarie Castle
The Yyprek Mines
Bernden Fields
Castle of Wyht
Grenfoel Church
Coliseum
Mount Jardunn
Ruh-Arok Temple
Brock Black
4. Side Quests
Dahl-Nok Valley
Gromtull Desert
Rohbach
Lumsted
Lake Bestriel
Yalwog
Hupon-Jen
Temple of Amentankh
Terjon Temple
5. Cards/Enemies
6. Red Fairy Locations
7. The Fairy House
8. Copyright Stuff
1. Story
This comes directly from the instruction manual:
“The disappearance of a small forest was the first sign of
approaching evil.
“One morning, villagers awoke to find a solid wall of fog where the
forest should have been. The brave few that ventured into the pitch-black mist
were never heard from again…
“The next day, the swirling mists swallowed up the lake. It was not
long before an impenetrable wall of the blackest fog enshrouded the village
itself in perpetual darkness. And the black fog wasn’t finished yet…
“By ancient covenant, the Five Kingdoms had forbidden all alliances
between kingdoms. Now they were forced to abandon their centuries-long
isolation. The Five Kings met, for the first time, in a council of war. But no
one, king or peasant, could offer a plan to defeat the fog.
“Terrifying rumors spread throughout the land. People whispered
tales of am ageless evil reawakened…”
2. Controls
Control Stick/Control Pad: Move
C-Stick: Camera
Start: Pause Game
A, B, X, or Y: Use cards
L (hold) +A, B, X, or Y: Capture Throw (can capture enemy if HP low enough)
R (hold) +A, B, X, or Y: Throw away card
3. Walkthrough
Alenjeh Castle
Enemies: Skeleton
Red Fairies: 0
The king will tell you to go get the Runestone, so go do just that.
It’s in a chest at the end of the path. After that, kill the Skeleton, then,
leave. You’ll end up talking to Gurd, then, the level will end.
End of Level Cards: Birdman (3), Fairy (2), Skeleton (1)
Plains of Rowahl
Enemies: Hobgoblin, Man Trap, Mandragora, Sand Golem
Red Fairies: 0
Talk to Gurd. Now, you can explore this area to find a few chests.
In them, you’ll find Hobgoblins (2), a Man Trap, a Dark Raven, and a Mandragora.
As you go, Gurd will tell you about fighting, and you’ll fight a few battles.
Most are against Hobgoblins. One, there is a Man Trap. I think there’s a
Mandragora you’ll need to watch out for as well. After passing a Deck Point, go
into the fenced area and defeat the three Hobgoblins and the Sand Golem. Be
careful because the Sand Golem can jump out of the ground and smack you. Just
keep running around and this should be easy.
End of Level Cards: Hobgoblins (3), Mandragora (2), Sand Golem (1)
Blessoon
Enemies: Dark Raven, Lizardman, Plague Rat, Lycanthrope, Fire Golem
Red Fairies: 6
In this area, you can get some treasures easily. These treasures
are: Hobgoblin, Skeleton (2), Lizardman (2), Plague Rat, Dark Raven (2), and Sea
Monk. Others, you need to break barriers during battles. One of these is in
the ruins of a house. Open it for a Mummy card. Also, there are blue and red
fairies here. Blue can restore cards and health and some are not really
fairies, but enemies. Later in this area, Alexander will tell you about the red
fairies. (And I think you might get one when you first talk to him.) Also,
around the southwest of the beginning, near the blue capstan, knock over the
door with A. You can get a Water Hopper from the well.
First of all, you need to rotate four capstans (cylindrical things).
They are in the southwest, northwest, southeast, and northeast parts of this
area. A Deck Point is around the middle. (There is a water valve in the
northeast corner. Turn it left about three to five times, then right until
something happens. Go into the fountain near the Deck Point and get the
Maelstrom card.) Turn all capstans to open a gate to the north. Go through
here to find Alexander. Get the red fairy nearby. Also, get the red fairy in
the crate behind his tent. (There’s a blocked path nearby that you can get
through if you break the stuff in the way during a battle. Go through there to
find a red fairy and two chests containing a Lycanthrope and a Carbuncle out in
the open. Also, go to the bed in one of the ruins. There should be an !, so
press A to find another red fairy. I think there should be another red fairy
somewhere around this area.) Anyway, past Alexander is a Deck Point, then a
battle against a Fire Golem. It shoots rocks at you and can make this rocky
stuff stick up around it, which knocks you over. It’s pretty easy to beat,
though.
End of Level Cards: Plague Rat (3), Lycanthrope (2), Fire Golem (1)
Burial Grounds
Enemies: Skeleton, Venus Spider, Ghoul, Wraith, Necromancer
Red Fairies: 6
In this area, pretty much just go through. But, there are a few
gravestones you should read along the way for later. There is only one Deck
Point, which is near the end. Here, go to each gravestone in this order: gold,
green, white, and red (or else there will be a battle). The gate will open, so
go through and fight two Skeletons and the Necromancer. (The Necromancer can
make skulls follow you round; hit them or run away. Also, it can hurt you if
you get near it. It disappears and reappears in different places, too.)
At the beginning of the area, a red fairy hides in the gravestone
nearby. Farther along the path is another red fairy. Later on, you can find a
fairy in a well. In the treasure chests, you can find Skeleton (2), Wraith,
Dark Raven, Ghoul, Fairy, Mummy, and a red fairy. Also there is a gravestone
that tells you about a cursed king. It will break, and you’ll have to fight two
Ghouls and a Wraith. Where the gravestone had been will be a Treant card. Not
long after here, go along the short path to the left. Two red fairies are along
the path and a Mummy card is on the dead body at the end.
End of Level Cards: Ghoul (3), Wraith (2), Necromancer (1)
Shayel Passage
Enemies: Flayer Spawn, Dragonoid, Water Hopper, Giant Crab
Red Fairies: 6
In the chests, you’ll find: Skeleton (3), Ghoul, Mummy, Carbuncle,
Maelstrom, Sea Monk, Lizardman, Venus Spider, and Dragonoid.
Go straight ahead and along the way you’ll find two red fairies.
Break the water tank near the second to fight stuff. Go left and you’ll find
another red fairy near the south wall. Well, if you didn’t move the camera,
it’s south. (The switch here opens a gate that leads to the end of the area,
but you can’t go there yet.) Along this path you’ll find three water tanks.
Make sure you break all of them, or else you can’t finish the area. (After
going up the steps, you’ll find a red fairy.) There are also two Deck Points
this way. Shortly after the first is a red fairy in some rubble. At the end,
kill the three Flayer Spawn and the Mind Flayer. You’ll get a key.
Now go back to the switch I mentioned near the beginning. Activate it, then, go
back the way you came and go along the path right of the water tank. Go past
the gate before it closes. (Go through another gate to find two chests.) Also,
you’ll find a red fairy in some rubble. Go through the door.
End of Level Cards: Dragonoid (3), Giant Crab (2), Mind Flayer (1)
The Castle Grayl
Enemies: Red Lizard, Birdman, Stone Head, Will o’ Wisp
Red Fairies: 3
In some of the chests, you’ll find: Mummy, Will o’ Wisp, and Red
Lizard (3).
Press A at the second statue to the right to unblock the path. Go
forward to the next room (and get the red fairy). One of the statues on the
left unblocks the next path. Past here, after two statues, break the boxes in a
battle to reveal a Blood Bush card. Press A at one statue on the right and two
on the left. (Now go back until you find a newly opened path. You’ll see it on
the map. Open the chest at the end for Mind Flayer.) In the next room, you’ll
find a Will o’ Wisp card on the floor. About two rooms later is a narrow
pathway that goes right. At the end is a chest with a Wizard card inside.
After here is a Deck Point. Past here is a cut scene, then, you’ll fight the
Mystery Woman. She has: Dark Raven, Lizardman, Skeleton, Hobgoblin, Mandragora,
Archer Tree, and Lycanthrope. Just fight her as you would anything else.
After, you’ll find out her name is Helena and she’ll leave. Now, you can open
the chest for the blue Runestone (Health will increase to 150 and magic to 15.)
and get two red fairies from the rubble. Talk to the king to end the area.
End of Level Cards: Will o’ Wisp (3), Wizard (2), Stone Head (1)
Go to the Apothecary and talk to Gurd, then the next area will appear.
Bridge of Sarvan
Enemies: Siren, Chimera, Gold Butterfly, Evil Eye
Red Fairies: 4
In the chests, you’ll find: Gold Butterfly, Mind Flayer, Sand Golem,
Crystal Rose, Siren, and Sea Monk.
After a short time, you’ll find a red fairy on the path. You’ll
eventually go down some stairs. To the right and left are red fairies and
things that control the small bridges. Every time you turn one, you lose 1
magic stone. With the one on the left, turn it to the right. Now cross the
newly lowered bridge and push the switch to lower the other stairs. With the
thing on the right, turn it left, then, cross another new bridge to get to a
chest. Now you can go and finish the area. (Though, after a short time, you
can go left down some stairs to find a red fairy. Go to the other side of the
bridge to find two chests.)
End of Level Cards: Evil Eye (2), Siren (2), Gold Butterfly (2)
Kendarie Castle
Just watch the cut scene.
The Yyprek Mines
Enemies: Caterpoker, Jack-O-Lantern, Catoblepas, Goblin Lord,
Juggernaut, Puppet Master
Red Fairies: 5
Treasures here are: Carbuncle (2), Stone Head, Caterpoker (4),
Rheebus, Will ‘Wisp, and Jack-O-Lantern.
Go forward and get the red fairy in the mine cart. Past here, in a
battle, break the big crystal to reveal a Golden Goose card. Now go left.
There should be a red fairy this way. Past here, drop down and talk to he
soldier. If you follow him around, you fight things when he stops. (If you
want, just run through the area without him, and you won’t have to fight as
much.) A little bit after the first time he stops, there’s a red fairy.
There’s another one a little bit after the third time he stops. (Also, right
after he third time the soldier wimps out, there’s a path that leads to a chest
with a Carbuncle card inside. In the stuff nearby is a red fairy.) Near the
end is a Deck Point. (Near the Deck Point is a path to the left that has a
Water Bird card on the ground and a chest.) Drop down, and after a cut scene,
you’ll have to fight two Caterpokers and a Puppet Master. Kill them, then, open
the chest for the green Runestone. (Your HP will increase to 200 and magic
stones to 20.)
End of Level Cards: Catoblepas (3), Juggernaut (2), Puppet Master
(1)
Go to the Apothecary and talk to Gurd, then the next area will appear.
Bernden Field
Enemies: Dragon Knight, Archer Tree, Berserker, Zombie Dragon, Lich,
Beelzabub
Red Fairies: 5
In the chests, you’ll find: Dragon Knight (3), Wizard, Rheebus,
Crystal Rose, Jack-O-Lantern, Stone Head, Archer Tree, and Sea Monk.
Right near the beginning is a red fairy. In the area past the first
gate is another red fairy. In the next open area, go to the dead dragon and
press A. Kill the Lich and the Zombie Dragon and the gates will open. The
gates will open. (At a nearby dead body, press A to find a Fire Gargoyle card.)
In this area is another red fairy. (Through one of the paths, you’ll find two
red fairies and three chests.) Go through the path with the gate. There is a
Deck Point this way. Past here is a short cut scene. Kill Beelzabub and two
Archer Trees for another cut scene.
End of Level Cards: Archer Tree (4), Beelzabub (1), Lich (1)
Castle of Wyht
Enemies: Ghost Armor, Kitty Trap, Tiger Mage, Mole Monster, Chaos
Knight
Red Fairies: 3
In the chests are: Ghost Armor (2), Mind Flayer, Cockatrice,
Jack-O-Lantern, and Fenril.
Go right and get a Flying Ray card from the soldier. Press A at the
switch to activate the elevator. Go left of the entrance and get the red fairy
and the Running Bird card from the soldier. Use the switch to activate another
elevator. (On the right side of this level, the right elevator takes you up to
two chests. Also, nearby, you can get a Lycanthrope card from the dead
soldier.) There are elevators outside this room. The left one brings you up to
some chests. The right one brings you to a higher level. (There’s a Deck Point
up here and a red fairy.) Go left. From the soldiers, get a Ghoul card and a
key. Go right and unlock the door with the key. Get the Sea Monk card from one
of the soldiers, then, press A at the switch to activate another elevator. Now,
use another elevator to get to the third level. Press A at the third statue to
the left to open the door. Go through and talk to the soldier to end the area.
(Before talking to the soldier, go into the small room to the left. You need to
walk through the fireplace. I don’t know whether you have to fight something or
break something to get in or not. All I remember is I used a Lich right before.
Well, anyway, go through to another room. There are two chests. In one is a
red fairy.
End of Level Cards: Tiger Mage (3), Ghost Armor (2), Chaos Knight
(1)
Grenfoel Church
Enemies: Great Demon, Night Mare, Golden Goose, Cyclops, Vampire
Red Fairies: 5
The cards in the chests are Wizard and Treant. Also, there are
three fairies around here and you can find cards under pews, like Great Demon
and Larval Fly. There’s a chest surrounded by railing. Break it, then, open it
for sheet music. Go to the organ. Katia will show off her instrument-playing
skills, then, a secret room will open. In here are two red fairies. Open the
coffin for a Lich card.
You need to get four candles from the chests. Bring these to the
candle things at the back of the room to open a door. Go through here and open
the chest for the blue Runestone. (Your HP will become 250 and magic stones are
up to 25.) After a cut scene, kill the Vampire and the two Great Demons.
End of Level Cards: Night Mare (3), Great Demon (2), Vampire (1)
Go to the Apothecary and talk to Gurd, then the next area will appear.
Coliseum
After a cut scene, you’ll need to fight Helena. She has: Lich,
Carbuncle, Fire Gargoyle, Stone Head, Demon Hound, Cockatrice, Venom Lizard,
Sasquatch, and Fairy. Once you beat her, you’ll get the purple Runestone.
(Your HP will go up to 300, and you’ll be able to carry 30 magic stones.)
End of Level Cards: Sasquatch (3), Cockatrice (2), Zombie Dragon (1)
Once again, go to the Apothecary and talk to Gurd, then the next area will
appear.
Mt. Jarndunn
Enemies: Griffin, Efreet, Behemoth, Hand of Fire, Steel Skeleton,
Red Dragon
Red Fairies: 3
There are three red fairies around here and in the chests are:
Dragon Knight (5), Griffin, Juggernaut, Tiger Mage, Great Demon, and Efreet.
At the end of the area, you’ll need to kill a Red Dragon and two
Hands of Fire, then, the area will end.
End of Level Cards: Hand of Fire (3), Behemoth (2), Red Dragon (1)
Ruh-Arok Temple
Enemies: Goblin Lord, Steel Skeleton, Chaos Knight, Black Dragon
Red Fairies: 9
The cards in the treasure chests are: Ghost Armor (3), Steel
Skeleton, Goblin Lord, Water Bird, Rheebus, and Plague Rat.
Right at the beginning is a Deck Point and a red fairy. Go right.
Along this way are things that open doors and two chests that have a white and a
black gem. (There’s also a red fairy this way.) (Also, right after the first
door that opens, there are two red fairies in the holes in the floor.) Back at
the entrance, put the stones on the things near the floating blocks to unblock
the path. There’s a red fairy here and two in those holes in the floor with the
pillars floating above them. Farther along are two more red fairies. (To the
left and right, you can get to special areas if you have at least twenty cards
of a certain attribute. They will be explained in the Side Quests section.)
Anyway, past here, kill the Black Dragon and two Steel Skeletons, then, there
will be a cut scene.
End of Level Cards: Steel Skeleton (3), Goblin Lord (2), Black
Dragon (1)
Broch Black
Enemies: Puppet Master, Vampire, Beelzabub
Red Fairies: 4
In the chests are: Great Demon (4), Night Mare (2), Mole Monster
(2), Rheebus (2), Elephant, Larval Fly, Steel Skeleton, Mind Flayer, and
Catoblepas.
There’s a red fairy at the beginning. Anyway, go along the path to
the right. There’s another red fairy later on. At the end of the path, use
these weird things to warp. You’ll get to two chests. One has the Stone of
Darkness, while the other has a red fairy. Go back to the entrance and open the
door using the stone. (On your way back, you’ll have to fight two Puppet
Masters. After, you’ll have access to two chests.) Anyway, you’ll need to warp
again. (From the first platform, use the things in this order: left, upper one,
right, up, up. Also, left, up, right, right, up will bring you to a Deck Point
and chests.) On the other side is a red fairy. Next, go left and kill two
Vampires, and go right and kill two Puppet Masters to unblock the door. Go
through. There’s a Deck Point here and past here is a cut scene.
You’ll have to fight Thalnos. He has: Wizard, Vampire, Steel Skeleton, Elephant
King, Necromancer, Dragon Knight, Night Mare, and Great Demon. Beat him, and
after a cut scene, you’ll have to fight the God of Destruction. There are four
creatures you should watch out for. When you kill them, they come back. When
all four are there, each will be connected by a line and there will be a big
explosion, so make sure you stay near the edge of the arena. Also, make sure
you keep moving, or else he might hit you with a strong attack. Attack the God
of Destruction when the white rings are not around him, or else he won’t get
hurt. When you kill him, you’ll get the #104 God of Destruction card.
End of Level Cards: Vampire (2), Puppet Master (2), Beelzabub (2)
4. Side Quests
After Blessoon, talk to Gurd in the Apothecary so Dahl-Nok Valley will appear.
Dahl-Nok Valley
Enemies: Orcs, Venus Spiders, Blood Bush, Man Trap, Giant Bee
Red Fairies: 5
In the treasure chests, you’ll find Orcs (2), Ghoul, Skeleton, Man Trap (2),
Venus Spider, and a Hobgoblin. Near the beginning, after the bridge falls,
you’ll find a red fairy. As you go through this area, press A to knock down bee
hives. Every hive you knock down starts a fight with a Giant Bee. They can
sting and poison you and shoot cyclones at you. Kill all seven or so to end the
area.
Also, there are a few more things to get. In a little dead end with hives #2
and #3, you’ll find a Lycanthrope card on a tree stump near #3. When you climb
down the ladder, go left to find a red fairy and a Mummy card on the ground at
the end of the path. After climbing up another ladder, there’s a Deck Point
with a red fairy to the left. Also, around hive #5 or something is a stump.
Press A at it to make a red fairy appear. (It’s near two chests, just so you
know.) At the end of the path, next to some trees blocking the path, is a red
fairy in a tree stump.
There are also three Cockatrice eggs in this area. One is near the Deck Point,
another is up the hill near the Deck Point, and the third is at the end of the
path. After breaking them all, go up the hill near the Deck Point to the place
shown in the cut scene and kill the two Cockatrice. Near the Deck Point and at
the end of the path were chests blocked by trees. Those trees will now be gone.
End of Level Cards: Orcs (3), Venus Spider (2), Giant Bee (1)
After Dahl-Nok Valley, talk to Gurd so Gromtull Desert appears
Gromtull Desert
Enemies: Scythe Beast, Mummy, Carbuncle, Trickster, Sand Worm
Red Fairies: 3
Cards you can find here in the chests are: Mummy (3), Scythe Beast (2),
Carbuncle (2), Lycanthrope, Skeleton, Fairy, Sea Monk, Sand Beetle, and a
Crystal Rose. There are four switches here that open a door. They are near all
four oases. Two are in plain sight. You need to break the barrel cacti to find
the others. A bit to the left of the last switches is the door. Go through to
find three chests. (Straight out from here, you’ll find some bones. Press A
for a Demon Hound card.) Anyway, near the beginning is a chest with a red fairy
inside. Farther along, you’ll find a Deck Point (not too far from the door that
opens when you find all four switches). A bit past here is a red fairy and a
Sand Beetle car under a rock formation. Past here is another red fairy near an
oasis. Also, a bit later, there’s another Deck Point.
At sandy areas, you fight the Sand Worm. It can shoot sandy stuff at you and
knock you over. After hitting it a bi, it will escape, so go after it until you
kill it. Then, the area will end.
End of Level Cards: Mummy (3), Sand Beetle (2), Sand Worm (1)
Talk to Gurd after Bridge of Sarvan for Rohbach
Rohbach
Enemies: Sasquatch, Flying Ray, Crystal Rose, Land Shark, Elephant
Red Fairies: 5
In the chests, you can find: Giant Crab (4), Flying Ray, Sand Beetle, Elephant,
Land Shark, Fairy, Carbuncle, and Hobgoblin (3). Also, at the frozen lake, go
right and drop down to a lower area. Past here is where you end up if you were
to go right at the very beginning of this area. Anyway, you need 7 magic stones
to break the ice. Kill the Ice Golem, then, get the Ice Golem card from the
ground. This path leads to the Deck Point at the end of the area.
The path to the right leads to another area that you can get to later if you
break the fence. For now, just go left. There’s a red fairy this way. There’s
also a red fairy in the sled. Past here, go to the bigger tree and kill the
Sasquatch. Now get Fruit of Mandragora from the tree. Past here is a frozen
lake or something. From the sled thingy, you can get a red fairy. Also, on the
ice is another red fairy and a Deck Point. Kill the Sasquatch and the Flying
Ray at the big tree, then, get Bark of Treant. Now go along the path to the
left. (First, you might want to go past here where a few more chests are.)
There’s a red fairy this way. At the big tree, kill the Sasquatch and the Land
Shark. Now get the Man Trap Leaf from the tree.
End of Level Cards: Elephant (3), Crystal Rose (2), Sasquatch (1)
After the Yyprek Mine, talk to Gurd for Lumsted.
Lumsted
Enemies: Treant, Demon Hound, Hand of Pain
Red Fairies: 6
In the chests are: Dragon Knight (2), Wizard, Treant, Evil Eye, Gold Butterfly,
Catoblepas, Tiger Mage, Hand of Pain, Kitty Trap, and Stone Head. There’s also
a red fairy in one of the chests.
There’s a Deck Point right at the beginning. Go forward. Near the houses is a
red fairy. To the right, you’ll find a well. Press A to stop the mist. A red
fairy is in a nearby tree stump. Anyway, there’s another well in the cemetery.
Near here is a doghouse. In front of it is a Kitty Trap card. Left of here is
another red fairy. Also, near here is a chair you can break to get to the card
under it. (Also, nearby are some boxes you can break to reveal a Mind Flayer
card on the ground.) From the beginning, if you follow the path, you’ll find a
Deck Point. Nearby is a house where you need to break the boxes nearby to get
to the chests behind it. Go up the stairs near this house and stop the mist
from coming out of the well. There’s a red fairy in the nearby tree stump.
When leaving here, go straight along the path. There’s a red fairy this way.
The last well is also this way. After stopping the mist in all four, Gurd will
give you a Basilisk card.
End of Level Cards: Hand of Pain (2), Running Bird (2), Sea Monk (2)
After Grenfoel Church, talk to Gurd for Lake Bestriel.
Lake Bestriel
Enemies: Fenril, Demon Skeleton, Maelstrom, Hydra, Elephant King
Red Fairies: 5
In the chests are: Crystal Rose (2), Dragon Knight (2), Rheebus, Running Bird,
Giant Bee, Demon Skeleton, Siren, Kraken.
Right at the beginning is a red fairy. As you go along the path, you’ll find
another red fairy. (A bit past here, you’ll need to climb up a ladder to get to
a chest with a red fairy inside.) Past here is a Deck Point. (In the lower
area nearby is a Unicorn card. On the upper area, there’s a Fenril card in the
bushes.) There’s another Deck Point right after here for some reason. At the
end of the path is another red fairy. Right before it, use 3 magic stones to
make a bridge. There’s a red fairy right after here. Use 4 magic stones to
make another bridge. Now kill the Hydra. Use 5 magic stones to get to the
chest with the Stone of Cleansing inside, then, make more bridges until you get
to a statue. Give it the Stone of Cleansing to end the level.
End of Level Cards: Maelstrom (3), Demon Skeleton (2), Hydra (1)
In Ruh-Arok Temple, you can get to the secret fire area near the end if you have
at least 20 fire cards.
Yalwog
Enemies: Red Dragon, Great Demon, Efreet, Wizard
Red Fairies: 4
In the chests are: Dark Raven, Efreet, Wizard, Blood Bush, Orc, Great Demon,
Hand of Fire, Kitty Trap, Chimera, and Berserker.
Go forward from the entrance to find a red fairy. Anyway, the Phoenix isn’t too
far from here. You’ll need to talk to it later. (There are three more red
fairies you can find if you explore.) Anywhere, from where the Phoenix is, go
along the path to the right and you’ll find a Deck Point. Past here is another
Deck Point. Past here, kill the Demon Fox, then, talk to the Phoenix to end the
area. You’ll get #81 Golden Phoenix card.
End of Level Cards: Efreet (3), Fire Gargoyle (2), Demon Fox (1)
In Ruh-Arok Temple, you can get to the secret wood area near the end if you have
at least 20 wood cards.
Hupon-Jen
Enemies: Giant Bee, Ghost Armor, Evil Eye, Treant, White Tiger
Red Fairies: 5
In the chests are: Mandragora (2), Demon Hound, Giant Bee, Rheebus, Ghost Armor,
Caterpoker, Cockatrice, Treant, Unicorn, and Fenril.
There’s a red fairy in the beginning. Anyway, in this area, just follow the
path for a bit. Every time a door closes behind you, you have to fight some
enemies before continuing. There are two Deck Points in this area. (Before the
first Deck Point in the passageway is a mushroom. Press A for a red fairy.)
Eventually, you’ll make it to a dead end. Press A at the pillar to open some of
the doors. (Near the pillar, there’s a red fairy in the mushrooms.) Go back to
the previous area and along the new path. (There’s a red fairy here.)
Eventually you’ll find the White Tiger. (There’s a red fairy in one of the
paths leading to the White Tiger.) Kill the White Tiger to end the area.
You’ll get the #83 White Tiger card.
End of Level Cards: Trickster (3), Fenril (2), Unicorn (1)
In Ruh-Arok Temple, you can get to the secret earth area near the end if you
have at least 20 earth cards.
Temple of Amentankh
Enemies: Juggernaut, Griffin, Zombie Dragon, Catpoblepas, Sphinx, Great Turtle
Red Fairies: 4
The cards in the chests are: Griffin, Sphinx, Behemoth, and Zombie Dragon.
There are four red fairies around this area. Anyway, you’ll find the Necklace
of the Pharaoh in a chest somewhere. On a higher level, you need to use it at
this thing on a wall to open the doors. (Past the nearby door is a coffin with
a Mummy card inside.) Return to the entrance (The original path is blocked,
though, so you’ll have to go another way.) and kill two Sphinxes and the Great
Turtle. Then, you’ll get the #45 Great Turtle card.
End of Level Cards: Catoblepas (3), Sphinx (2), Zombie Dragon (1)
In Ruh-Arok Temple, you can get to the secret water area near the end if you
have at least 20 water cards.
Terjon Temple
Enemies: Dragon Knight, Ice Golem, Hand of Pain, Kraken
Red Fairies: 4
In the chests are: Water Bird, Vampire Bush, Maelstrom, Siren, Hand of Pain,
Mind Flayer, Hydra, Demon Skeleton, Ice Golem, Sasquatch, and a red fairy.
There’s also a red fairy on the lower right and upper right paths (that start
near the Deck Point).
At the beginning is a red fairy. Right past here is a Deck Point. At the end
of the four paths are switches. You have to go to them in a certain order:
lower right path, upper right path, upper left path, and lower left path. The
door near the Deck Point will open. Go through and talk to the Blue Dragon,
then, kill the Kraken. You’ll get the #69 Blue Dragon.
End of Level Cards: Vampire Bush (3), Wraith (2), Kraken (1)
5. Cards/Enemies
#1: Skeleton
Type: Independent
Attribute: Earth
Magic Stones: 1
Rating: 1 star
To Copy: 700 EXP
Transforms: 3000 EXP=#93 Demon Skeleton
4000 EXP=#35 Berserker
5000 EXP=#100 Steel Skeleton
About: This is just an ordinary independent creature. It’s weak and moves
slowly.
#2: Ghost Armor
Type: Weapon
Attribute: Wood
Magic Stones: 5
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 2000 EXP=#101 Chaos Knight
About: This card can be used three times before it’s discarded. Ghost Armor is
pretty strong, but has a kind of narrow attack range.
#3: Red Dragon
Type: Summon
Attribute: Fire
Magic Stones: 14
Rating: 4 stars
To Copy: 5000 EXP
Transforms: 1000 EXP=#29 Zombie Dragon
About: The Red Dragon has a very strong fire attack. The enemy Red Dragon can
also cause paralysis.
#4: Lizardman
Type: Weapon
Attribute: Earth
Magic Stones: 1
Rating: 1 star
To Copy: 700 EXP
Transforms: 1000 EXP=#78 Scythe Beast
3000 EXP=#71 Venom Lizard
6000 EXP=#3 Red Dragon
About: This card can be used three times before it’s discarded. It’s basically
an ordinary weapon creature.
#5: Mandragora
Type: Independent
Attribute: Wood
Magic Stones: 1
Rating: 1 star
To Copy: 700 EXP
Transforms: 1000 EXP=#59 Archer Tree
2000 EXP=#79 Kitty Trap
5000 EXP=#50 MegaMandragora
About: The Mandragora hides in the ground, then, pops out and hurts nearby
enemies.
#6: Elephant
Type: Summon
Attribute: Earth
Magic Stones: 4
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 2000 EXP: #70 Griffin
2000 EXP=#103 Elephant King
About: The Elephant has a fairly short range attack.
#7: Red Lizard
Type: Weapon
Attribute: Fire
Magic Stones: 1
Rating: 1 star
To Copy: 700 EXP
Transforms: 2000 EXP=#63 Dragon Knight
3000 EXP=#39 Basilisk
6000 EXP=#3 Red Dragon
About: This card can be used three times before it’s discarded.
#8: Unicorn
Type: Summon
Attribute: Wood
Magic Stones: 6
Rating: 3 stars
To Copy: 3500 EXP
Transforms: 700 EXP=#80 Night Mare
About: The Unicorn restores 50% HP and 1-5 cards.
#9: Hobgoblin
Type: Independent
Attribute: Fire
Magic Stones: 3
Rating: 1 star
To Copy: 700 EXP
Transforms: 3000 EXP=#92 Trickster
3000 EXP=#77 Goblin Lord
4000 EXP=#35 Berserker
About: The Hobgoblin is weak, but can cause poison.
#10: Sand Golem
Type: Independent
Attribute: Earth
Magic Stones: 5
Rating: 2 stars
To Copy: 1400 EXP
Transforms: 700 EXP=#30 Fire Golem
1400 EXP=#38 Behemoth
2100 EXP=#102 Decoy Pillar
About: As a card, the Sand Golem draws enemies to it. As an enemy, it can jump
out of the ground and attack you.
#11: Jack-O-Lantern
Type: Summon
Attribute: Fire
Magic Stones: 11
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#58 Will o’ Wisp
1000 EXP=#13 Sand Worm
About: This card hurts anything, enemy or not. The enemy Jack-O-Lantern can
breathe fire.
#12: Man Trap
Type: Independent
Attribute: Wood
Magic Stones: 3
Rating: 1 star
To Copy: 700 EXP
Transforms: 1000 EXP=Caterpoker
2000 EXP=#52 Crystal Rose
3000 EXP=Catoblepas
About: The Man Trap is just a weak independent creature.
#13: Sand Worm
Type: Summon
Attribute: Earth
Magic Stones: 7
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#22 Kraken
About: This card fairly strong. The enemy Sand Worm can shoot sand at you.
#14: Mummy
Type: Weapon
Attribute: Earth
Magic Stones: 1
Rating: 1 star
To Copy: 1000 EXP
Transforms: 1000 EXP=Skeleton
1000 EXP=Ghoul
4000 EXP=#86 Sphinx
About: This card can be used two times before it’s discarded.
#15: Cockatrice
Type: Weapon
Attribute: Wood
Magic Stones: 4
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#70 Griffin
About: This card can be used two times before it’s discarded. It can turn
things to stone and sometimes can cause a lot of damage.
#16: Sasquatch
Type: Summon
Attribute: Water
Magic Stones: 6
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 2000 EXP=#38 Behemoth
About: The Sasquatch just smacks things nearby.
#17: Wraith
Type: Summon
Attribute: Water
Magic Stones: 4
Rating: 1 star
To Copy: 1000 EXP
Transforms: 1000 EXP=#32 Giant Crab
1000 EXP=#33 Banshee
4000 EXP=#88 Puppet Master
About: The Wraith shoots ice. It may take a bit of practice to get the range
right.
#18: Orc
Type: Weapon
Attribute: Fire
Magic Stones: 2
Rating: 1 star
To Copy: 700 EXP
Transforms: 1000 EXP=#9 Hobgoblin
3000 EXP=#67 Great Demon
4000 EXP=#35 Berserker
About: This card can be used two times before it’s discarded. It has a very
small range.
#19: Fairy
Type: Summon
Attribute: Water
Magic Stones: 3
Rating: 1 star
To Copy: 700 EXP
Transforms: 700 EXP=#49 Sea Monk
1400 EXP=#74 Siren
2800 EXP=#87 Water Bird
About: The Fairy heals 50% HP.
#20: Vampire Bush
Type: Independent
Attribute: Water
Magic Stones: 3
Rating: 2 stars
To Copy: 1400 EXP
Transforms: 700 EXP=#61 Blood Bush
700 EXP=#39 Basilisk
700 EXP=#90 Hand of Pain
About: The Vampire Bush sucks HP from anything nearby, enemy or not.
#21: Catoblepas
Type: Independent
Attribute: Earth
Magic Stones: 8
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#82 Rheebus
1000 EXP=#73 Hydra
About: This thing is immobile, but can turn things to stone.
#22: Kraken
Type: Weapon
Attribute: Water
Magic Stones: 6
Rating: 3 stars
To Copy: 3000 EXP
Transforms: 1000 EXP=#96 Mind Flayer
About: The Kraken is a strong weapon creature, and it can cause paralysis.
#23: Water Hopper
Type: Weapon
Attribute: Water
Magic Stones: 1
Rating: 2 stars
To Copy: 700 EXP
Transforms: 1000 EXP=#32 Giant Crab
1000 EXP=#36 Flying Ray
4000 EXP=#22 Kraken
About: The Water Hopper can cause paralysis and can restore a little bit of HP
when it attacks. It can be used three times before the card is discarded.
#24: Fenril
Type: Summon
Attribute: Wood
Magic Stones: 9
Rating: 3 stars
To Copy: 4000 EXP
Transforms: 1000 EXP=#8 Unicorn
About: The card can damage all earth creatures. The enemy Fenril can cause
paralysis.
#25: Lich
Type: Weapon
Attribute: Earth
Magic Stones: 5
Rating: 3 stars
To Copy: 4000 EXP
Transforms: 1000 EXP=#85 Vampire
About: This card can be used two times before it’s discarded. It can also cause
paralysis and petrifaction.
#26: Carbuncle
Type: Independent
Attribute: Earth
Magic Stones: 1
Rating: 1 star
To Copy: 1000 EXP
Transforms: 1000 EXP=#89 Plague Rat
1000 EXP=#65 Juggernaut
2000 EXP=#91 Whip Worm
About: The Carbuncle just spins around you.
#27: Flayer Spawn
Type: Summon
Attribute: Fire
Magic Stones: 1
Rating: 1 star
To Copy: 1000 EXP
Transforms: 1000 EXP=#19 Fairy
1000 EXP=#61 Blood Bush
1000 EXP=#41 Maelstrom
About: The Flayer Spawn can cause paralysis.
#28: Golden Goose
Type: Independent
Attribute: Neutral
Magic Stones: 8
Rating: 3 stars
To Copy: 5000 EXP
Transforms: 2000 EXP=#102 Decoy Pillar
About: The Golden Goose only runs away.
#29: Zombie Dragon
Type: Summon
Attribute: Earth
Magic Stones: 8
Rating: 3 stars
To Copy: 4000 EXP
Transforms: 5000 EXP=#99 Black Dragon
About: The Zombie Dragon has a wide range attack that can cause stone,
paralysis, poison, and curse.
#30: Fire Golem
Type: Summon
Attribute: Fire
Magic Stones: 5
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#17 Wraith
1000 EXP=#62 Efreet
2000 EXP=#97 Ice Golem
About: The card can put fire around you that will hurt enemies you touch. As an
enemy, it can shoot things at you and attack if you get too close.
#31: Running Bird
Type: Independent
Attribute: Earth
Magic Stones: 5
Rating: 1 star
To Copy: 700 EXP
Transforms: 700 EXP=#46 Gold Butterfly
2100 EXP=#87 Water Bird
About: The Running Bird increases speed.
#32: Giant Crab
Type: Summon
Attribute: Water
Magic Stones: 5
Rating: 1 star
To Copy: 1000 EXP
Transforms: 1000 EXP=#4 Lizardman
1000 EXP=#23 Water Hopper
4000 EXP=#97 Ice Golem
About: The Giant Crab can cause stone.
#33: Banshee
Type: Weapon
Attribute: Wood
Magic Stones: 2
Rating: 2 stars
To Copy: 1500 EXP
Transforms: 1000 EXP=#7 Red Lizard
1000 EXP=#17 Wraith
3000 EXP=#96 Mind Flayer
About: This card can be used two times before it’s discarded. The attack is
strong and can go a good distance.
#34: Land Shark
Type: Independent
Attribute: Water
Magic Stones: 6
Rating: 1 star
To Copy: 1500 EXP
Transforms: 1000 EXP=#37 Demon Hound
1000 EXP #93 Demon Skeleton
About: The Land Shark is just an independent creature that jumps out of the
ground and attacks.
#35: Berserker
Type: Independent
Attribute: Fire
Magic Stones: 7
Rating: 3 stars
To Copy: 4000 EXP
Transforms: 1000 EXP=#67 Great Demon
1000 EXP=#77 Goblin Lord
About: The Berserker attacks anything, enemy or not. Anything it attacks will
also start attacking everything.
#36: Flying Ray
Type: Weapon
Attribute: Water
Magic Stones: 1
Rating: 1 star
To Copy: 700 EXP
Transforms: 1000 EXP=#23 Water Hopper
1000 EXP=#34 Land Shark
3000 EXP=#73 Hydra
About: This card can be used two times before it’s discarded. As an enemy, it
jumps out of the ground and attacks.
#37: Demon Hound
Type: Independent
Attribute: Wood
Magic Stones: 6
Rating: 1 star
To Copy: 1500 EXP
Transforms: 1000 EXP=#34 Land Shark
1000 EXP=#76 Chimera
About: The Demon Hound is a fairly fast independent creature.
#38: Behemoth
Type: Summon
Attribute: Earth
Magic Stones: 9
Rating: 3 stars
To Copy: 4000 EXP
Transforms: 1000 EXP=#86 Sphinx
About: The Behemoth can damage water creatures.
#39: Basilisk
Type: Weapon
Attribute: Water
Magic Stones: 3
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#55 Dragonoid
1000 EXP=#20 Vampire Bush
3000 EXP=#99 Black Dragon
About: This card can be used two times before it’s discarded. It can also cause
stone.
#40: Mole Monster
Type: Independent
Attribute: Neutral
Magic Stones: 6
Rating: 3 stars
To Copy: 3000 EXP
Transforms: 1000 EXP=#95 Beelzabub
About: The card acts as a decoy; the enemy can turn you to stone.
#41: Maelstrom
Type: Independent
Attribute: Water
Magic Stones: 1
Rating: 2 stars
To Copy: 1500 EXP
Transforms: 1000 EXP=#27 Flayer Spawn
1000 EXP=#79 Kitty Trap
About: The Maelstrom is a trap creature. Supposedly, three at once do something
special, but it never works when I try.
#42: Lycanthrope
Type: Summon
Attribute: Wood
Magic Stones: 5
Rating: 1 star
To Copy: 700 EXP
Transforms: 1000 EXP=Birdman
2000 EXP=#76 Chimera
5000 EXP=#24 Fenril
About: The Lycanthrope’s just an ordinary summon creature.
#43: Sand Beetle
Type: Independent
Attribute: Earth
Magic Stones: 6
Rating: 1 star
To Copy: 1500 EXP
Transforms: 1000 EXP=#84 Venus Spider
1000 EXP=#92 Trickster
1000 EXP=#34 Land Shark
About: The Sand Beetle’s just an ordinary independent creature.
#44: Necromancer
Type: Summon
Attribute: Neutral
Magic Stones: 6
Rating: 3 stars
To Copy: 4000 EXP
Transforms: 1000 EXP=#25 Lich
About: The Necromancer hurts things nearby, unless a Skeleton is on the field,
then it shoots skulls. The enemy is the same and can warp quickly.
#45: Great Turtle
Type: Independent
Attribute: Earth
Magic Stones: 20
Rating: 4 stars
To Copy: 5000 EXP
Transforms: 9999 EXP=#105 Doppelganger
About: The Great Turtle is immobile, but can shoot fireballs that do a lot of
damage.
#46: Gold Butterfly
Type: Independent
Attribute: Earth
Magic Stones: 5
Rating: 1 star
To Copy: 700 EXP
Transforms: 700 EXP=#31 Running Bird
1000 EXP=#94 Caterpoker
About: The Gold Butterfly makes enemies slower.
#47: Ghoul
Type: Weapon
Attribute: Wood
Magic Stones: 1
Rating: 1 star
To Copy: 1000 EXP
Transforms: 1000 EXP=#14 Mummy
2000 EXP=#71 Venom Lizard
4000 EXP=#44 Necromancer
About: This card can be used two times before it’s discarded. It can cause
poison and paralysis.
#48: Treant
Type: Independent
Attribute: Wood
Magic Stones: 5
Rating: 1 star
To Copy: 700 EXP
Transforms: 2800 EXP=#50 MegaMandragora
About: The Treant raises defense.
#49: Sea Monk
Type: Summon
Attribute: Water
Magic Stones: 8
Rating: 1 star
To Copy: 1000 EXP
Transforms: 1000 EXP=Wizard
1000 EXP=Evil Eye
1000 EXP=Rheebus
About: The Sea Monk restores 1-5 cards.
#50: MegaMandragora
Type: Independent
Attribute: Wood
Magic Stones: 4
Rating: 3 stars
To Copy: 4000 EXP
Transforms: 1000 EXP=#48 Treant
About: The MegaMandragora pops out of the ground and hurts enemies in a wide
range.
#51: Larval Fly
Type: Independent
Attribute: Water
Magic Stones: 5
Rating: 3 stars
To Copy: 1050 EXP
Transforms: 700 EXP=#54 Wizard
2100 EXP=#95 Beelzabub
About: The Larval Fly neutralizes the attributes of everything.
#52: Crystal Rose
Type: Weapon
Attribute: Water
Magic Stones: 4
Rating: 1 star
To Copy: 1500 EXP
Transforms: 1000 EXP=#12 Man Trap
1000 EXP=#48 Treant
3000 EXP=#97 Ice Golem
About: This card can be used two times before it’s discarded. It can cause
paralysis. The enemy can switch your controls and cause stone.
#53: Dark Raven
Type: Weapon
Attribute: Fire
Magic Stones: 1
Rating: 1 star
To Copy: 700 EXP
Transforms: 1000 EXP=Birdman
2000 EXP=Chimera
3000 EXP=#15 Cockatrice
About: This card can be used three times before it’s discarded. The enemy is
pretty fast.
#54: Wizard
Type: Independent
Attribute: Fire
Magic Stones: 5
Rating: 1 star
To Copy: 700 EXP
Transforms: 700 EXP=#51 Larval Fly
2800 EXP=#96 Mind Flayer
About: The Wizard boosts hitting power.
#55: Dragonoid
Type: Weapon
Attribute: Earth
Magic Stones: 4
Rating: 1 star
To Copy: 1500 EXP
Transforms: 3000 EXP=#29 Zombie Dragon
4000 EXP=#3 Red Dragon
4000 EXP=#99 Black Dragon
About: This card can be used two times before it’s discarded. The enemy can
cause paralysis.
#56: Giant Bee
Type: Independent
Attribute: Wood
Magic Stones: 5
Rating: 2 stars
To Copy: 1500 EXP
Transforms: 700 EXP=#91 Whip Worm
2100 EXP=#88 Puppet Master
About: The Giant Bee doubles wood creatures’ power and halves earth.
#57: Birdman
Type: Summon
Attribute: Wood
Magic Stones: 3
Rating: 1 star
To Copy: 700 EXP
Transforms: 1000 EXP=Lycanthrope
2000 EXP=#71 Siren
2000 EXP=#70 Griffin
About: The Birdman is just an ordinary Summon creature.
#58: Will o’ Wisp
Type: Independent
Attribute: Fire
Magic Stones: 3
Rating: 1 star
To Copy: 1000 EXP
Transforms: 2000 EXP=#60 Stone Head
2000 EXP=#11 Jack-O-Lantern
4000 EXP=#50 MegaMandragora
About: The Will o’ Wisp blows up when someone comes nearby and hurts anything
within range.
#59: Archer Tree
Type: Summon
Attribute: Wood
Magic Stones: 4
Rating: 1 star
To Copy: 700 EXP
Transforms: 1000 EXP=#5 Mandragora
1000 EXP=#84 Venus Spider
1000 EXP=#48 Treant
About: The Archer Tree has long range, but bad aim. The enemy can cause poison.
#60: Stone Head
Type: Independent
Attribute: Fire
Magic Stones: 5
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#10 Sand Golem
1000 EXP=#58 Will o’ Wisp
1000 EXP=#65 Juggernaut
About: The card Stone Head smashes down on any enemy that comes beneath it; the
enemy rolls around and is really annoying. Three at once causes an attack where
a lot of stone heads come down and hit all the enemies pretty much.
#61: Blood Bush
Type: Summon
Attribute: Fire
Magic Stones: 4
Rating: 2 stars
To Copy: 1500 EXP
Transforms: 1000 EXP=#27 Flayer Spawn
10000 EXP=#20 Vampire Bush
1000 EXP=#75 Hand of Fire
About: The Blood Bush sucks out HP from an enemy and restores a little bit of
your HP equal to the damage done. It can also cause poison.
#62: Efreet
Type: Weapon
Attribute: Fire
Magic Stones: 6
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#67 Great Demon
About: This card can be used two times before it’s discarded. It can shoot
homing fireballs.
#63: Dragon Knight
Type: Weapon
Attribute: Water
Magic Stones: 3
Rating: 2 stars
To Copy: 1500 EXP
Transforms: 1000 EXP=Ghost Armor
3000 EXP=#101 Chaos Knight
About: This card can be used two times before it’s discarded. It can cause
poison, curse, and petrifaction.
#64: Demon Fox
Type: Summon
Attribute: Fire
Magic Stones: 9
Rating: 3 stars
To Copy: 5000 EXP
Transforms: 1000 EXP=#86 Sphinx
About: The card damages wood creatures. The enemy shoots nine homing fireballs.
#65: Juggernaut
Type: Independent
Attribute: Earth
Magic Stones: 5
Rating: 2 stars
To Copy: 1500 EXP
Transforms: 1000 EXP=#60 Stone Head
1000 EXP=#91 Whip Worm
About: The Juggernaut spins around you.
#66: Fire Gargoyle
Type: Summon
Attribute: Fire
Magic Stones: 8
Rating: 3 stars
To Copy: 3000 EXP
Transforms: 1000 EXP=#90 Hand of Pain
1000 EXP=#75 Hand of Fire
5000 EXP=#102 Decoy Pillar
About: The Fire Gargoyle causes petrifaction.
#67: Great Demon
Type: Weapon
Attribute: Fire
Magic Stones: 4
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#40 Mole Monster
About: This card can be used two times before it’s discarded.
#68: Evil Eye
Type: Independent
Attribute: Wood
Magic Stones: 5
Rating: 1 star
To Copy: 700 EXP
Transforms: 700 EXP=#49 Sea Monk
2100 EXP=#98 Cyclops
About: The Evil Eye cancels special damage conditions for your cards. The enemy
also attacks.
#69: Blue Dragon
Type: Summon
Attribute: Water
Magic Stones: 20
Rating: 4 stars
To Copy: 5000 EXP
Transforms: 9999 EXP=#105 Doppelganger
About: The Blue Dragon restores all cards and HP.
#70: Griffin
Type: Independent
Attribute: Earth
Magic Stones: 5
Rating: 2 stars
To Copy: 1050 EXP
Transforms: 700 EXP=#6 Elephant
700 EXP=#15 Cockatrice
About: The Griffin doubles the power of earth creatures and halves water. The
enemy also has a tornado attack.
#71: Venom Lizard
Type: Weapon
Attribute: Wood
Magic Stones: 2
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#47 Ghoul
1000 EXP=#55 Dragonoid
2000 EXP=#29 Zombie Dragon
About: This card can be used four times before it’s discarded. It can also
cause poison.
#72: Tiger Mage
Type: Independent
Attribute: Fire
Magic Stones: 5
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 2000 EXP=#86 Sphinx
About: The Tiger Mage halves the magic stones that are used. The enemy seems to
heal when it hurts things.
#73: Hydra
Type: Independent
Attribute: Water
Magic Stones: 11
Rating: 2 stars
To Copy: 2000 EXP
Transforms: 1000 EXP=#29 Zombie Dragon
About: The Hydra hurts everything slowly with a poison mist.
#74: Siren
Type: Independent
Attribute: Water
Magic Stones: 4
Rating: 2 stars
To Copy: 1500 EXP
Transforms: 1000 EXP=#53 Dark Raven
1000 EXP=#73 Hydra
1000 EXP=#80 Night Mare
About: The Siren hurts anything nearby.
#75: Hand of Fire
Type: Independent
Attribute: Fire
Magic Stones: 5
Rating: 2 stars
To Copy: 1050 EXP
Transforms: 700 EXP=#90 Hand of Pain
2100 EXP=#96 Mind Flayer
About: The card can double the power of fire creatures and halves wood. The
enemy attacks and cause paralysis.
#76: Chimera
Type: Summon
Attribute: Fire
Magic Stones: 6
Rating: 2 stars
To Copy: 1500 EXP
Transforms: 1000 EXP=#37 Demon Hound
1000 EXP=#62 Efreet
About: The Chimera charges straight forward, hurting any enemy in its path. The
enemy can cause curse.
#77: Goblin Lord
Type: Independent
Attribute: Neutral
Magic Stones: 7
Rating: 2 stars
To Copy: 1400 EXP
Transforms: 1400 EXP=#100 Steel Skeleton
About: The Goblin Lord drops magic stones.
#78: Scythe Beast
Type: Weapon
Attribute: Wood
Magic Stones: 1
Rating: 1 star
To Copy: 1000 EXP
Transforms: 1000 EXP=#33 Banshee
1000 EXP=#79 Kitty Trap
2000 EXP=#67 Great Demon
About: This card can be used five times before it’s discarded.
#79: Kitty Trap
Type: Independent
Attribute: Fire
Magic Stones: 2
Rating: 2 stars
To Copy: 1500 EXP
Transforms: 1000 EXP=#78 Scythe Beast
1000 EXP#41 Maelstrom
About: I hope you’ve figured out this is a trap creature. Anyway, three at once